Colette wrote:Even better: Just junk the new armored rules and problem solved!

Yeah, not many people are finding the new armor rules that fun.

I'm not sure that's true; I for one have come around to them. Having trouble with armor? Rethink army composition. Take bigger guns. Gang up with 3 guys who have Heavy Weapons; combine fire with 5 guys with rifles; go for size 2 or bigger explosions; pull out size 2 or bigger guns; get some MOM dice; take an SD pool...

Colette wrote:Even better: Just junk the new armored rules and problem solved!

Yeah, not many people are finding the new armor rules that fun.

The new armor rules are one of my favorite features of 2010 now. Most of the people who don't like the new armor rules also haven't tried them. It's completely game-changing sure, but it's in my firm belief that it's for the better.

I'm not really sure what SL is, but the Armor rating and movement loss seems better. Maybe also have a rule for armored units that if they crit fail their armor roll, then they don't get the -1 die bonus?

1d6 also works, and is effectively the same. I changed it to 4 just to remove extra die rolls and streamline gameplay.

Zupponn wrote:I'm not really sure what SL is, but the Armor rating and movement loss seems better. Maybe also have a rule for armored units that if they crit fail their armor roll, then they don't get the -1 die bonus?

Structure Level. It controls a bunch of stuff like how flammable you are and how much damage you do in a collision. SL:1/2 = unprotected flesh, SL:1 = sheet metal.

I don't want to make the Armor rules any more complicated than they already are, but I'm sure people will house rule stuff like that in without any prompting.

stubby wrote:1d6 also works, and is effectively the same. I changed it to 4 just to remove extra die rolls and streamline gameplay.

Zupponn wrote:I'm not really sure what SL is, but the Armor rating and movement loss seems better. Maybe also have a rule for armored units that if they crit fail their armor roll, then they don't get the -1 die bonus?

Structure Level. It controls a bunch of stuff like how flammable you are and how much damage you do in a collision. SL:1/2 = unprotected flesh, SL:1 = sheet metal.

I don't want to make the Armor rules any more complicated than they already are, but I'm sure people will house rule stuff like that in without any prompting.

Oh, Structure Level. I know what that is, just didn't come to me from the letters SL.

stubby wrote:I don't want to make the Armor rules any more complicated than they already are, but I'm sure people will house rule stuff like that in without any prompting.

Personally I think it's totally acceptable to give a minifig good-old +2 armor at -1 to move like they had in 2005 and just use them alongside the new armored guys, although personally I don't think I'd ever do that. -1" to move is also such a negligible penalty that I tend to forget about it a lot. Then again, so is +2.

1d10 armor would work i guess (6 is indeed the average roll of a d10) in a pinch, but in the interest of time spent playing I'd much prefer 6 to 1d10. Right now I LOVE how fast a turn goes by when an armored fig gets shot at:

I think for the in-between units, you should just put a sidenote near the Armoured description saying something like:

While juggernaut units are cool and all, not all armoured units are armoured enough to be Armoured. For the units that lie in this grey area, many players will add +1 or +2 modifiers to their armour to make them a little tougher, but not quite walking tanks. Just make sure to adjust CP accordingly, and keep track of which units are actually Armoured

I think this works well for modeling things like chain mail and light kevlar vests, etc. I second the idea of Light Armor bumping up one die's worth for armor (this way it can also model reinforcing Vehicles ie slapping some metal plates on an otherwise unarmored car).